All is true! :DBefore Sub1 release everyone expected that Submachine doesn't exist.
Before Sub2 release everyone expected that the lighthouse was normal lighthouse in the coast.
Before Sub3 release everyone expected that they ended inside a computer.
Before Sub4 release everyone expected that lab was going to be full of scientists and lab equipment.
Before Sub5 release everyone expected that the player was going to work inside the lab.
Before Sub6 release everyone expected about a defense system with cannons and missiles.
Before Sub7 release everyone expected it was going to be full of Hi-Tech machines.
Before Sub8 release everyone expected that the player would be already in the Layer 5.
Submachine 9 theories and suggestions
- Sublevel 114
- layer restorer
- Posts: 16587
- Joined: 11 Dec 2012 20:23
Re: Submachine 9 theories and suggestions
-
- wisdom crystal finder
- Posts: 2877
- Joined: 04 Dec 2012 10:41
Re: Submachine 9 theories and suggestions
Why?RuloCore wrote:I'm not very satisfied if Submachine 9's ambience is only those Layer 5-like textures.
Balance is imperative; without it, total collapse and destruction is imminent.
- RuloCore
- subnet notes finder
- Posts: 802
- Joined: 03 Dec 2012 17:32
- Location: Barcelona, Spain
- Contact:
Re: Submachine 9 theories and suggestions
Because we're seeing organic, human-made and ancient constructions since Submachine 7 and I kinda miss the Hi-Tech of Submachine 6. I would like a change of ambients.The Abacus wrote:Why?RuloCore wrote:I'm not very satisfied if Submachine 9's ambience is only those Layer 5-like textures.
Re: Submachine 9 theories and suggestions
Then you feel the same as me (and Sublevel, I think).
- The Kakama
- karma portal traveller
- Posts: 6243
- Joined: 04 Dec 2012 16:35
- Location: Selangor, Malaysia
Re: Submachine 9 theories and suggestions
So far the preview screenshots look like they're from the same layer, maybe we won't be using the navigator?
Is this my final form?
- ENIHCAMBUS
- karma portal traveller
- Posts: 8653
- Joined: 04 Feb 2013 22:17
- Location: Pastel Lands.
Re: Submachine 9 theories and suggestions
Me too.OnyxIonVortex wrote:Then you feel the same as me (and Sublevel, I think).
I noticed the change of ambiences during the Submachine games:
In Sub1, Sub2 and Sub3 there is a total unknowledge that makes these the most fearsome Submachines (Acording to Sublevel)
In Sub0, Sub4, Sub32, SubFLF and Sub5 we are in places that are always similar or practicaly the same, making a sence of Deja Vu and familiarity with those repetitive places.
Sub6 has an unique ambient: Its the only Submachine that shares a complete futuristic atmosphere (Excepting the tunnels).
Sub7, Sub8 and Sub9, as Rulo describes, we are in places that always seem human-made, and thats because we are in the Core. The Core have some kind of mystic ambience which seems to miss the "Machine" essence of the "Submachine".
I believe these are just references to hinduism, nothing necesary related to the plot.Gemini wrote:Addressing the elephants on the image... I'm not sure what to make of it. I didn't see it posted, but has anyone noticed the vines to the left of the screen? Its like a tree is there... In Sub7 we found real plant life, and now in Sub9, everything is turned to stone... Something spooky is happening methinks.
ENIHCAMBUS: State of the Art Scanning!
![🧐](//twemoji.maxcdn.com/2/svg/1f9d0.svg)
- Sublevel 114
- layer restorer
- Posts: 16587
- Joined: 11 Dec 2012 20:23
Re: Submachine 9 theories and suggestions
Yeah, i think I understand you.
Plus, for me, Edge's quiet ambience from Sub6 adds at least tiny part of horror atmosphere to Sub6.
Temple's music from Sub8 is the most serene and calming. I would be glad to hear something unique in Temple. Not like we heard in Plan.
I know - Thumpmonks can do such things very well. :D
Plus, for me, Edge's quiet ambience from Sub6 adds at least tiny part of horror atmosphere to Sub6.
Temple's music from Sub8 is the most serene and calming. I would be glad to hear something unique in Temple. Not like we heard in Plan.
I know - Thumpmonks can do such things very well. :D
- ENIHCAMBUS
- karma portal traveller
- Posts: 8653
- Joined: 04 Feb 2013 22:17
- Location: Pastel Lands.
Re: Submachine 9 theories and suggestions
Of course, there is menu music, which is always unique. ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
ENIHCAMBUS: State of the Art Scanning!
![🧐](//twemoji.maxcdn.com/2/svg/1f9d0.svg)
- RuloCore
- subnet notes finder
- Posts: 802
- Joined: 03 Dec 2012 17:32
- Location: Barcelona, Spain
- Contact:
Re: Submachine 9 theories and suggestions
gemini doesn't like Alex Voytenko.
-
- wisdom crystal finder
- Posts: 2877
- Joined: 04 Dec 2012 10:41
Re: Submachine 9 theories and suggestions
I like it actually: it expresses a sort of (ambiguous) closure that will most definitely be needed in Sub10 – at least that's my opinion.RuloCore wrote:Because we're seeing organic, human-made and ancient constructions since Submachine 7 and I kinda miss the Hi-Tech of Submachine 6. I would like a change of ambients.The Abacus wrote:Why?RuloCore wrote:I'm not very satisfied if Submachine 9's ambience is only those Layer 5-like textures.
Balance is imperative; without it, total collapse and destruction is imminent.